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Jan 14 2014 Anchor

i have an idea for an rpg in the style of a first person shooter. a simple post apocalyptic setting in st. Louis.
i have ideas for game features but i think i need some constructive criticism before they can be rock-solid.

my first idea is taking time to pick up objects. like if you see something important lying on the ground, instead of it instantly warping to your backpack, you actually kneel down, take off your backpack, pickup the object and put it in your backpack. i think it would make you think, like "if a firefight starts, i cant go around picking stuff up"

another thing is a npc support system, like if you need air support, you can pull up a radio or phone and get a jet that's sitting at your home base to fly over and take out the baddies, or get a squad of your soldiers to meet you in a van or car. with the soldiers being used to help scavenge for supplies and help during firefights. this feature would work well with the story i have.

how about hunger and thirst? you have to scavenge for supplies, water and food included. i would make it to where its necessary but not annoying, like you can go a few days without food or water, but you will feel the negative effect after the first day. and if you consume something it takes a little time, just like picking up objects like i mentioned above.

a base building and crafting system. small scale crafting and large scale crafting, like making small melee weapons to large tents and sandbag walls. need to sleep for the night but nowhere near home? you and your party can board up the windows and door of a store and hold up there. want to make a storage outpost or small operating base? build up some walls, put a command center in the middle, and add other facilities. like a designated storage area, a sleeping tent for the workers, or a makeshift radar station.

thats all ideas i have for now. any constructive criticism and new ideas are appreciated.

Jan 15 2014 Anchor

If the picking up action was swift and fluid, it'd function, it might get a bit tedious putting too much detail into picking up something, otherwise it could end up irritating players.
Everything seems a good foundation to build from, and best thing to do would be keep nearly as simple as you have it now.
It seems survival oriented so it'd be important to make it standout from the others coming about these days.

Having a basic medical system would be interesting, seems it might be the only kind of missing when you have hunger and thirst, rather than simple health points. Could be more complex, but how I'd do it initially would be medical kits that have usage limits and each form of injury would use it up a certain amount, so a knife wound would use a quarter of its supply, with a gunshot wound using maybe just a bit more. I guess, think it like a gun with ammunition, each medkit 'gun' could then be topped-up or traded/stored, rather than one-use kits. Overall health based upon how injury free you are, each injury knocking off health.

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